lithos
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Reply #30 - Posted
2013-03-24 16:07:02 » |
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Beat the church level. When I got to the second part I was frustrated that nothing was dying, and eventually brought the terrain down(up?) on EVERYTHING, and then decided to explore to find the end of level thing.
Health packs didn't work though.
As for your test enviroment I put it on to the max setting and it was fun to romp around on. Would make for some really interesting death matches if you make terrain kick you away when it's formed. Nvidea GTX 560M
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There are no such things as bugs... Only happy accidents.
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N_I_C_S
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Reply #31 - Posted
2013-04-03 21:16:20 » |
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Sorry for answering late, i hadn't internet  . @gouessej Many thanks, cool, that reassures me  . @lithos Thanks a lot for the test  . Yes, the current levels are actually really not clears, dued to my crappy designer talents ! I hope i'll get better, with a lot of work, ha ha ! In fact health packs are power-ups  , and they work only if "cypher" weapon is selected (another confusing stuff, that's true, i have to change model...). Currently being trapped into new matter makes you die actually  . In fact i didn't want to make multi, but i'm about to change my idea  . While i'm here, i can give a few news : the editor progresses well (soon i'll be able to place boxes into levels, amazing no ?  ). Otherwise i still work on terrain generation. recently i felt on a terrific algo to dig pretty underground galleries (ridged multi-fractal noise, conceited no ?). moreover, i decided to add textures. After several failures with classical textures (uv correct computation, which demand the normal of all points, but geometry is only stocked on graphic card to gain memory...), i thought about 3D textures procedural generation. It's only the beginning, but here is the result with classical chessboard texture :  The goal is to allow the player to generate different types of random textures in the editor  .
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deathpat
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Reply #32 - Posted
2013-04-04 00:22:44 » |
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This looks very nice ! Do you plan to smooth the normals of your generated terrain to get rid of the sharp edges ?
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Games published by our own members! Check 'em out!
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N_I_C_S
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Reply #33 - Posted
2013-04-04 21:46:09 » |
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Thank you deathpat  . For the smoothing normals, yeah it would be fine but it's difficult in my case because the geometry is in numerous separate vbo/display lists and currently i can't know which triangles own a point... Difficult but NOT impossible ! I guess it may cost a few neurons, but i'll think about it  . Otherwise, i'm glad to share with you my evening progresses in texture generation : soon numerous shapes will be available because i just succeeded to implement random perturbations of a repetitive shape. the result can currently look like this :  Ha ha, i found the secret of tileable textures  !
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N_I_C_S
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Reply #34 - Posted
2013-04-10 23:15:48 » |
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Hello, a few news  : After having realized (lately) that the main problem in a marching cube system is the memory, i worked on it and decreased dramatically the volume of the terrains. So bigger levels generation is now available  . Exemple : this "naked" 400x400x100 voxels terrain :  Its size is "only" 213 Mo, which lets the possibility of really huge environments on a current computer. The problem in that case is the generation time which is currently slow, but numerous optimizations can still be done  . I think with a bit more of work infinite terrains (with threaded generation) will be available, it's not really the goal of the project but it would be cool ^^ .
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dime26
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Reply #35 - Posted
2013-04-10 23:20:27 » |
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Looks smooth, reminds me of a lava lamp. Look forward to updates
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N_I_C_S
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Reply #36 - Posted
2013-04-10 23:30:10 » |
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Thank you ^^ . Yes, the more we can have voxels, the more we can make "curvy" shapes, which graphically takes away the project from a certain famous game  ...
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N_I_C_S
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Reply #37 - Posted
2013-04-18 14:30:51 » |
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Hello, some few news ^^ : sorry, there still isn't a new demo because this week i lost time again on the code... but it's for a right cause : i succeded at least to get smooth normals from terrains  . (without shader nor GPU manipulation, nor more memory use, which wasn't so easy  ) Graphically, that doesn't suit to all shapes, but combined to broken grounds it could give some kind of "liquid" aspect that can fit to the project :  Otherwise i abandonned the 3D textures for good old 2D ones because i found an efficient (and simple) way to map UV's on any terrains (but textures must have some features : tileable + symetric according to the diagonal, but procedurally it's not difficult to generate  ). Now i can go back to my new level to put a new demo online quickly ^^ .
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WillyWonka
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Reply #38 - Posted
2013-04-22 17:04:08 » |
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Very nice, I think if you put some time into a kick-butt shader this will look amazing  Gameplay was good, only suggestions is that I would like to be able to hold down the mouse button to shoot instead of clicking.
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N_I_C_S
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Reply #39 - Posted
2013-04-27 12:24:55 » |
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Thank you  (sorry for answering late) For the shaders, i can't ! It's not a joke, i currently develop on a laptop that doesn't even support GLSL... But you're right, it would be fine, and i'd love even to try some GPGPU for this project  . Arf, soon it's my birthday  . For the shoots, yes, i will add a new weapon which will do that (a machine gun) for the intensive shooting times  . Otherwise, still no new demo  , i progress very slowly on some new level... I hope it'll be complete next week.
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Games published by our own members! Check 'em out!
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N_I_C_S
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Reply #40 - Posted
2013-09-02 00:37:31 » |
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Hello, I walk back out of my coffin again (hin hin) to give a few news of this project abandoned for numerous mounthes. To calmly take it up again, i tried to take advantage of the code functionalities to start a cubes sceneries system (it would be cool to provide this possibility, and it fits well to the game vectorial design  ). A few screens ?   So here is the result of my debuts (a little map generator), after a week (cubes really simplify a lot of things !), that i submit to your merciless judgement  : http://tesseract-fps.sourceforge.net/isotroma/isotroma_exp.jnlp(Keys : E, S, D, F, Space | Mouse : Direction | Left click : Destruct | Right click : Construct) Requirements : - Support 1024 MB heap size - Support GLSL Warnings : - Huge maps + several octaves = awfully slow generating time ! - Don't choose 1024x1024 cubes map, it can cause weird memory behaviors (EDIT : Yeah, fixed !)About this last point i'm puzzled : each cube takes 1 byte in RAM so hugest maps in the demo (1024x1024x256 cubes) must take 256 MB, how can it cause problems with 1024 MB of heap (i don't think the rest of the app takes 768...) ? Have you an idea  ?
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Opiop
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Reply #41 - Posted
2013-09-02 01:23:46 » |
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Wow, looks awesome! Although, I really liked your previous design with the randomized shapes. There are already so many voxel games, your other design was unique!
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BurntPizza
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Reply #42 - Posted
2013-09-02 01:24:58 » |
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What makes you think each cube is only 1 byte? Also, looking pretty good, I like the sky texture.  Would be cool if the clouds had some vertical depth to them, though.
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N_I_C_S
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Reply #43 - Posted
2013-09-02 02:42:59 » |
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@opiop65 Thanks a lot ! Actually it's not the most innovative idea of the year  , i consider it most as an ingredient we could use among others, maybe it would be fun to mix these different styles of scenery in same maps  ... @BurntPizza Thanks ! Well, the cubes are stocked in a simple bytes array : 1
| private byte[][][] types; |
There's also a 2D array of vertical chunks that read this bytes array to build geometry and send it to chipset as VBOs. Each chunk only stores 6 floats for frustum and its VBO id. Is there a trap somewhere that i don't see  ?
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BurntPizza
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Reply #44 - Posted
2013-09-02 02:59:58 » |
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Well each array is an object and thus has an object header and etc, according to this article, about 12 bytes. And then there is padding bytes to align the objects to the 8-byte granularity. So each byte[][][] is actually ~16 bytes I believe. Don't quote me on any actual numbers, but my point is that a byte[ x][y][z] takes up a lot more space then x*y*z bytes. You could probably do a lot to help with this by collapsing it to a one-dimensional array (a byte[x*y*z]), so as to not have so many sub-array objects.
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N_I_C_S
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Reply #45 - Posted
2013-09-02 03:20:36 » |
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Thank you very much !! Actually i didn't consider a n-dimensionnal array is an array of pointers on some other objects (didn't know, shame on me it's rather important !) . I'll implement 1 dimension arrays quick  !
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BurntPizza
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Reply #46 - Posted
2013-09-02 03:36:21 » |
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You're welcome!  Tell me how the memory efficiency goes. 
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N_I_C_S
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Reply #47 - Posted
2013-09-02 06:21:48 » |
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Hey, i just uploaded the 1 dimension arrays version, it works fine now  . Actually, the memory now increases of about 300 MB at a 1024x1024 map instanciation, Thanks again  !
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N_I_C_S
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Reply #49 - Posted
2013-09-03 12:32:13 » |
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Hey, thanks ! Unfortunately this code seems to work only for power of 2 sizes and i have to support any size  . I guess i have no choice but a "regular" mapping : 1 2 3
| private byte getType(int i, int j, int k) { return types[(k * width_x_depth) + (j * width) + i]; } |
But this code is actually pretty clever, i'll remember it, thank you  !
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gmmaster
Senior Newbie 
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Reply #50 - Posted
2013-12-06 05:42:41 » |
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This looks awesome! I am more a fan of the earlier pictures though with the lines and triangles. Keep working on this. 
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loopish's brother 
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AullenVerch
Senior Newbie 
The univertse is vast!!
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Reply #51 - Posted
2013-12-13 05:52:10 » |
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This is really impressive! I like all the different variations on the terrain look, which style are you going to eventually stick with?
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Drenius
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Reply #52 - Posted
2013-12-13 15:26:10 » |
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Really like this! It looks sometimes very cheap but in a very stilish way! (supposed to mean good)
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AullenVerch
Senior Newbie 
The univertse is vast!!
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Reply #53 - Posted
2013-12-16 08:06:02 » |
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I just played your demo N_I_C_S, and it was great!! I loved level 4 and 5 with the gun that messed with the terrain. As well as the gravity pads on the earlier levels. I did run into an exception it was throwing me though. It couldn't find the natives folder and I had to make a 'lwjgl' folder to put it in. Other then that it was smooth and fun to play.  I'd love to see a level with that random terrain you have been messing with. Just set the player up in a room like that with the blow up gun and let them go to town.
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N_I_C_S
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Reply #54 - Posted
2013-12-19 19:14:33 » |
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Hey, thank you very much for your support  ! (sorry for the late answer) @gmmaster Yes, many people told me the same thing, actually i'll keep this design (among some others) and try to improve it ^^ . @AullenVerch (1) Well, precisely i'm just trying a few more "realistic" materials for the next level, like some normal maps ^^ :   by hoping the different designs will be coherent ! @Drenius Ha ha, yes i'll try to keep it stylish and a little less cheap ^^ ! @AullenVerch (2) Thanks for the test ^^ ! Argh !! For the exception, you must be on Mac, i actually typed a wrong path in the .sh  ... Thank you, i'll fix that for the next demo (which shoud be completed soon...) Just set the player up in a room like that with the blow up gun and let them go to town. Yes, actually this gun hadn't been really exploited well yet, which will not last ^^ ...
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saucymeatman
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Reply #55 - Posted
2013-12-19 19:44:52 » |
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The terrain generation is truly unique, really an awsome game man. 
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